use of net.minecraft.client.renderer.VertexBuffer in project minecolonies by Minecolonies.
the class RenderFishHook method doRender.
/**
* Render a fishing hook entity in the world
* This class uses some GL11 stuff
* and seems hard to document...
*
* @param entity the hook to render
* @param x the x position
* @param y the y position
* @param z the z position
* @param entityYaw the angle thrown
*/
@Override
public void doRender(@NotNull final EntityFishHook entity, final double x, final double y, final double z, final float entityYaw, final float partialTicks) {
GlStateManager.pushMatrix();
GlStateManager.translate((float) x, (float) y, (float) z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(0.5F, 0.5F, 0.5F);
this.bindEntityTexture(entity);
final Tessellator tessellator = Tessellator.getInstance();
final VertexBuffer vertexBuffer = tessellator.getBuffer();
GlStateManager.rotate((float) (180.0D - this.renderManager.playerViewY), 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
vertexBuffer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
vertexBuffer.pos(-0.5D, -0.5D, 0.0D).tex(0.0625D, 0.1875D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexBuffer.pos(0.5D, -0.5D, 0.0D).tex(0.125D, 0.1875D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexBuffer.pos(0.5D, 0.5D, 0.0D).tex(0.125D, 0.125D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexBuffer.pos(-0.5D, 0.5D, 0.0D).tex(0.0625D, 0.125D).normal(0.0F, 1.0F, 0.0F).endVertex();
tessellator.draw();
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
EntityCitizen citizen = entity.getCitizen();
//Check if he is a fisherman -> Through his texture
if (citizen == null) {
for (@NotNull final Object citizenX : entity.world.getEntitiesWithinAABB(EntityCitizen.class, entity.getEntityBoundingBox().expand(10, 10, 10))) {
if (((EntityCitizen) citizenX).getModelID().textureBase.contains("Fisherman")) {
citizen = (EntityCitizen) citizenX;
break;
}
}
}
if (citizen != null) {
final double orientation = citizen.getSwingProgress(partialTicks);
final double finalOrientation = Math.sin(Math.sqrt(orientation) * Math.PI);
@NotNull final Vec3d Vec3d = new Vec3d(-0.36D, 0.03D, 0.35D);
Vec3d.rotatePitch((float) (-((double) citizen.prevRotationPitch + ((double) citizen.rotationPitch - (double) citizen.prevRotationPitch) * partialTicks) * Math.PI / Literals.HALF_CIRCLE));
Vec3d.rotateYaw((float) (-((double) citizen.prevRotationYaw + ((double) citizen.rotationYaw - (double) citizen.prevRotationYaw) * partialTicks) * Math.PI / Literals.HALF_CIRCLE));
Vec3d.rotateYaw((float) (finalOrientation * 0.5D));
Vec3d.rotatePitch((float) (-finalOrientation * 0.7D));
final double thirdPersonOffset = (citizen.prevRenderYawOffset + ((double) citizen.renderYawOffset - citizen.prevRenderYawOffset) * partialTicks) * Math.PI / Literals.HALF_CIRCLE;
final double correctedPosX = citizen.prevPosX + (citizen.posX - citizen.prevPosX) * (double) partialTicks - MathHelper.cos((float) thirdPersonOffset) * 0.35D - MathHelper.sin((float) thirdPersonOffset) * 0.8D;
final double correctedPosY = citizen.prevPosY + citizen.getEyeHeight() + (citizen.posY - citizen.prevPosY) * (double) partialTicks - 0.45D;
final double correctedPosZ = citizen.prevPosZ + (citizen.posZ - citizen.prevPosZ) * (double) partialTicks - MathHelper.sin((float) thirdPersonOffset) * 0.35D + MathHelper.cos((float) thirdPersonOffset) * 0.8D;
final double eyeHeight = citizen.isSneaking() ? -0.1875D : 0.0D;
final double distX = entity.prevPosX + (entity.posX - entity.prevPosX) * partialTicks;
final double distY = entity.posY + 0.25;
final double distZ = entity.prevPosZ + (entity.posZ - entity.prevPosZ) * partialTicks;
final double correctionX = correctedPosX - distX;
final double correctionY = correctedPosY - distY + eyeHeight;
final double correctionZ = correctedPosZ - distZ;
GlStateManager.disableTexture2D();
GlStateManager.disableLighting();
vertexBuffer.begin(3, DefaultVertexFormats.POSITION_COLOR);
for (int l = 0; l <= 16; ++l) {
final double var = (double) l / 16.0;
vertexBuffer.pos(x + correctionX * var, y + correctionY * (var * var + var) * 0.5D + 0.25D, z + correctionZ * var).color(0, 0, 0, 255).endVertex();
}
tessellator.draw();
GlStateManager.enableLighting();
GlStateManager.enableTexture2D();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
use of net.minecraft.client.renderer.VertexBuffer in project minecolonies by Minecolonies.
the class Pathfinding method debugDrawNode.
@SideOnly(Side.CLIENT)
private static void debugDrawNode(@NotNull final Node n, final float r, final float g, final float b) {
GlStateManager.pushMatrix();
GlStateManager.translate((double) n.pos.getX() + 0.375, (double) n.pos.getY() + 0.375, (double) n.pos.getZ() + 0.375);
final Entity entity = Minecraft.getMinecraft().getRenderViewEntity();
final double dx = n.pos.getX() - entity.posX;
final double dy = n.pos.getY() - entity.posY;
final double dz = n.pos.getZ() - entity.posZ;
if (Math.sqrt(dx * dx + dy * dy + dz * dz) <= 5D) {
renderDebugText(n);
}
GlStateManager.scale(0.25D, 0.25D, 0.25D);
final Tessellator tessellator = Tessellator.getInstance();
final VertexBuffer vertexBuffer = tessellator.getBuffer();
vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
GlStateManager.color(r, g, b);
// X+
vertexBuffer.pos(1.0, 0.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 1.0, 1.0).endVertex();
vertexBuffer.pos(1.0, 0.0, 1.0).endVertex();
// X-
vertexBuffer.pos(0.0, 0.0, 1.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 1.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(0.0, 0.0, 0.0).endVertex();
// Z-
vertexBuffer.pos(0.0, 0.0, 0.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 0.0, 0.0).endVertex();
// Z+
vertexBuffer.pos(1.0, 0.0, 1.0).endVertex();
vertexBuffer.pos(1.0, 1.0, 1.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 1.0).endVertex();
vertexBuffer.pos(0.0, 0.0, 1.0).endVertex();
// Y+
vertexBuffer.pos(1.0, 1.0, 1.0).endVertex();
vertexBuffer.pos(1.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 0.0).endVertex();
vertexBuffer.pos(0.0, 1.0, 1.0).endVertex();
// Y-
vertexBuffer.pos(0.0, 0.0, 1.0).endVertex();
vertexBuffer.pos(0.0, 0.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 0.0, 0.0).endVertex();
vertexBuffer.pos(1.0, 0.0, 1.0).endVertex();
tessellator.draw();
if (n.parent != null) {
final double pdx = n.parent.pos.getX() - n.pos.getX() + 0.125;
final double pdy = n.parent.pos.getY() - n.pos.getY() + 0.125;
final double pdz = n.parent.pos.getZ() - n.pos.getZ() + 0.125;
vertexBuffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
vertexBuffer.pos(0.5D, 0.5D, 0.5D).color(0.75F, 0.75F, 0.75F, 1.0F).endVertex();
vertexBuffer.pos(pdx / 0.25, pdy / 0.25, pdz / 0.25).color(0.75F, 0.75F, 0.75F, 1.0F).endVertex();
tessellator.draw();
}
GlStateManager.popMatrix();
}
use of net.minecraft.client.renderer.VertexBuffer in project minecolonies by Minecolonies.
the class TextField method drawSelf.
/**
* Draw itself at positions mx and my.
*/
@Override
protected void drawSelf(final int mx, final int my) {
final int color = enabled ? textColor : textColorDisabled;
final int drawWidth = getInternalWidth();
final int drawX = x;
final int drawY = y;
// Determine the portion of the string that is visible on screen
final String visibleString = mc.fontRendererObj.trimStringToWidth(text.substring(scrollOffset), drawWidth);
final int relativeCursorPosition = cursorPosition - scrollOffset;
int relativeSelectionEnd = selectionEnd - scrollOffset;
final boolean cursorVisible = relativeCursorPosition >= 0 && relativeCursorPosition <= visibleString.length();
final boolean cursorBeforeEnd = cursorPosition < text.length() || text.length() >= maxTextLength;
// Enforce selection to the length limit of the visible string
if (relativeSelectionEnd > visibleString.length()) {
relativeSelectionEnd = visibleString.length();
}
// Draw string up through cursor
int textX = drawX;
if (visibleString.length() > 0) {
@NotNull final String s1 = cursorVisible ? visibleString.substring(0, relativeCursorPosition) : visibleString;
mc.renderEngine.bindTexture(TEXTURE);
textX = mc.fontRendererObj.drawString(s1, textX, drawY, color, shadow);
}
int cursorX = textX;
if (!cursorVisible) {
cursorX = relativeCursorPosition > 0 ? (drawX + width) : drawX;
} else if (cursorBeforeEnd && shadow) {
textX -= 1;
cursorX -= 1;
}
// Draw string after cursor
if (visibleString.length() > 0 && cursorVisible && relativeCursorPosition < visibleString.length()) {
mc.renderEngine.bindTexture(TEXTURE);
mc.fontRendererObj.drawString(visibleString.substring(relativeCursorPosition), textX, drawY, color, shadow);
}
// Should we draw the cursor this frame?
if (isFocus() && cursorVisible && (cursorBlinkCounter / 6 % 2 == 0)) {
if (cursorBeforeEnd) {
drawRect(cursorX, drawY - 1, cursorX + 1, drawY + 1 + mc.fontRendererObj.FONT_HEIGHT, RECT_COLOR);
} else {
mc.renderEngine.bindTexture(TEXTURE);
mc.fontRendererObj.drawString("_", cursorX, drawY, color, shadow);
}
}
// Draw selection
if (relativeSelectionEnd != relativeCursorPosition) {
final int selectedDrawX = drawX + mc.fontRendererObj.getStringWidth(visibleString.substring(0, relativeSelectionEnd));
int selectionStartX = Math.min(cursorX, selectedDrawX - 1);
int selectionEndX = Math.max(cursorX, selectedDrawX - 1);
if (selectionStartX > (x + width)) {
selectionStartX = x + width;
}
if (selectionEndX > (x + width)) {
selectionEndX = x + width;
}
final Tessellator tessellator = Tessellator.getInstance();
GlStateManager.color(0.0F, 0.0F, 255.0F, 255.0F);
GlStateManager.disableTexture2D();
GlStateManager.enableColorLogic();
GlStateManager.colorLogicOp(GL11.GL_OR_REVERSE);
final VertexBuffer vertexBuffer = tessellator.getBuffer();
// There are several to choose from, look at DefaultVertexFormats for more info
vertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
//Since our points do not have any u,v this seems to be the correct code
vertexBuffer.pos((double) selectionStartX, (double) drawY + 1 + mc.fontRendererObj.FONT_HEIGHT, 0.0D).endVertex();
vertexBuffer.pos((double) selectionEndX, (double) drawY + 1 + mc.fontRendererObj.FONT_HEIGHT, 0.0D).endVertex();
vertexBuffer.pos((double) selectionEndX, (double) drawY - 1, 0.0D).endVertex();
vertexBuffer.pos((double) selectionStartX, (double) drawY - 1, 0.0D).endVertex();
tessellator.draw();
GlStateManager.disableColorLogic();
GlStateManager.enableTexture2D();
}
}
use of net.minecraft.client.renderer.VertexBuffer in project VoodooCraft by Mod-DevCafeTeam.
the class TileTotemRender method renderTileEntityAt.
public void renderTileEntityAt(TileTotem te, double x, double y, double z, float partialTicks, int destroyStage) {
for (EnumFacing side : EnumFacing.HORIZONTALS) {
//Get the glyph on the given side
EnumGlyphType glyph = te.getSide(side);
if (glyph == null)
continue;
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.color(0.25f, 0.1f, 0.1f, 0.4f);
//Fix the lighting
int i = te.getWorld().getCombinedLight(te.getPos().offset(side), 0);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, j / 1.0F, k / 1.0F);
//Bind the glyph texture to use to render
bindTexture(glyph.getTextureLocation());
Tessellator tes = Tessellator.getInstance();
VertexBuffer buf = tes.getBuffer();
buf.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
float offset = (1f / 16f) * 0.9f;
switch(side) {
case //-Z
NORTH:
buf.pos(1, 0, offset).tex(0, 1).endVertex();
buf.pos(0, 0, offset).tex(1, 1).endVertex();
buf.pos(0, 1, offset).tex(1, 0).endVertex();
buf.pos(1, 1, offset).tex(0, 0).endVertex();
break;
case //+Z
SOUTH:
buf.pos(0, 0, 1 - offset).tex(0, 1).endVertex();
buf.pos(1, 0, 1 - offset).tex(1, 1).endVertex();
buf.pos(1, 1, 1 - offset).tex(1, 0).endVertex();
buf.pos(0, 1, 1 - offset).tex(0, 0).endVertex();
break;
case //-X
WEST:
buf.pos(offset, 0, 0).tex(0, 1).endVertex();
buf.pos(offset, 0, 1).tex(1, 1).endVertex();
buf.pos(offset, 1, 1).tex(1, 0).endVertex();
buf.pos(offset, 1, 0).tex(0, 0).endVertex();
break;
case //+X
EAST:
buf.pos(1 - offset, 0, 0).tex(1, 1).endVertex();
buf.pos(1 - offset, 1, 0).tex(1, 0).endVertex();
buf.pos(1 - offset, 1, 1).tex(0, 0).endVertex();
buf.pos(1 - offset, 0, 1).tex(0, 1).endVertex();
}
tes.draw();
GlStateManager.popMatrix();
}
}
use of net.minecraft.client.renderer.VertexBuffer in project NetherEx by LogicTechCorp.
the class RenderGhastlingFireball method doRender.
@Override
public void doRender(EntityGhastlingFireball fireball, double x, double y, double z, float entityYaw, float partialTicks) {
GlStateManager.pushMatrix();
bindEntityTexture(fireball);
GlStateManager.translate((float) x, (float) y, (float) z);
GlStateManager.enableRescaleNormal();
GlStateManager.scale(2.0F, 2.0F, 2.0F);
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
GlStateManager.rotate(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate((float) (renderManager.options.thirdPersonView == 2 ? -1 : 1) * -renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
if (renderOutlines) {
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(getTeamColor(fireball));
}
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL);
vertexbuffer.pos(-0.5D, -0.25D, 0.0D).tex(0.0D, 1.0D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(0.5D, -0.25D, 0.0D).tex(1.0D, 1.0D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(0.5D, 0.75D, 0.0D).tex(1.0D, 0.0D).normal(0.0F, 1.0F, 0.0F).endVertex();
vertexbuffer.pos(-0.5D, 0.75D, 0.0D).tex(0.0D, 0.0D).normal(0.0F, 1.0F, 0.0F).endVertex();
tessellator.draw();
if (renderOutlines) {
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(fireball, x, y, z, entityYaw, partialTicks);
}
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